Esobok

Level 3
Creature· monitorMediumRemaster
AC
18
HP
55
Speed
30 ft.
Perception
+12
Fort
+11
Ref
+8
Will
+8
Immunities death-effects, disease
Resistances poison 5, void 5
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, lifesense 60 ft. (imprecise), scent 60 ft. (imprecise)
Skills survival +10, intimidation +9, acrobatics +8, athletics +8, stealth +8, religion +4
Recall Knowledge DC 18 (religion)

Attacks

Melee Jaws +12 (magical), Damage 1d10+3 piercing
Melee Claw +12 (agile, magical), Damage 1d6+3 slashing

Abilities

Lifesense 60 feetinteraction
Pounce

The esobok Strides and then makes a Strike. If it began this action Hidden, it remains hidden until after the Strike.

Shepherd's Touch

An esobok's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead.

Wrench Spirit

Requirements A creature is Grabbed or Restrained by the esobok's jaws


Effect The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) who roll a failure or critical failure on the save get a success instead.


Critical Success The creature is unaffected.

Success The t

Grab

Esoboks are brute hunters and pugnacious sentinels who serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won't do so twice.


Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.